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GPU: Rename some awkwardly named functions (#10642)
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@@ -59,7 +59,7 @@ static void shutdownGPU(void)
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WindowState *winstate = &window_states[i];
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SDL_ReleaseGPUTexture(gpu_device, winstate->tex_depth);
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SDL_ReleaseGPUTexture(gpu_device, winstate->tex_msaa);
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SDL_UnclaimGPUWindow(gpu_device, state->windows[i]);
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SDL_ReleaseWindowFromGPUDevice(gpu_device, state->windows[i]);
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}
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SDL_free(window_states);
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window_states = NULL;
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@@ -316,7 +316,7 @@ Render(SDL_Window *window, const int windownum)
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if (!swapchain) {
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/* No swapchain was acquired, probably too many frames in flight */
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SDL_SubmitGPU(cmd);
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SDL_SubmitGPUCommandBuffer(cmd);
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return;
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}
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@@ -401,11 +401,11 @@ Render(SDL_Window *window, const int windownum)
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dst_region = src_region;
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dst_region.texture = swapchain;
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SDL_BlitGPU(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE);
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SDL_BlitGPUTexture(cmd, &src_region, &dst_region, SDL_FLIP_NONE, SDL_GPU_FILTER_LINEAR, SDL_FALSE);
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}
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/* Submit the command buffer! */
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SDL_SubmitGPU(cmd);
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SDL_SubmitGPUCommandBuffer(cmd);
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++frames;
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}
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@@ -477,7 +477,7 @@ init_render_state(int msaa)
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/* Claim the windows */
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for (i = 0; i < state->num_windows; i++) {
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SDL_ClaimGPUWindow(
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SDL_ClaimWindowForGPUDevice(
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gpu_device,
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state->windows[i]
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);
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@@ -526,13 +526,13 @@ init_render_state(int msaa)
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dst_region.size = sizeof(vertex_data);
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SDL_UploadToGPUBuffer(copy_pass, &buf_location, &dst_region, SDL_FALSE);
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SDL_EndGPUCopyPass(copy_pass);
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SDL_SubmitGPU(cmd);
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SDL_SubmitGPUCommandBuffer(cmd);
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SDL_ReleaseGPUTransferBuffer(gpu_device, buf_transfer);
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/* Determine which sample count to use */
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render_state.sample_count = SDL_GPU_SAMPLECOUNT_1;
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if (msaa && SDL_SupportsGPUSampleCount(
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if (msaa && SDL_GPUTextureSupportsSampleCount(
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gpu_device,
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SDL_GetGPUSwapchainTextureFormat(gpu_device, state->windows[0]),
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SDL_GPU_SAMPLECOUNT_4)) {
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